Vol. 95: Dryad, Nymphs, Fauns, & Satyrs (Part 2)

Vol. 95: Dryad, Nymphs, Fauns, & Satyrs (Part 2)

Dryads, Nymphs, Fauns, & Satyrs

Part II

Powers & Abilities Cont.:

Nymphs and Fauns- Nymphs & Fauns share many specialty classes in common but do have a few that are unique to each sub-species. They both make incredible Seducers. Their bodily fluids, all of them, have a 10% chance +1% chance per level per round of Charming whoever they come into contact with. This may seem pretty low, but you figure if you are “making out” with a nymph or faun you will be making that save every 15 seconds. The odds are actually stacked against you. Charmed targets are charmed as the spell at their level but ALSO gain the added effect of experiencing extreme pleasure for the entire duration of the charm. For this and other reasons the fauns and nymphs have been some of the most kidnapped and enslaved beings in the multiverse. Compounding this is fauns and nymph’s low intelligence and oblivious attitudes which makes them easy targets. As such, most satyrs and dryads are careful to make sure they are under constant watch. 

All this being said players who choose to play a faun or nymph in the seducer class will have a wide range of charms and abilities available to them making them powerful and quite effective in this particular niche. 

Both also make excellent bards and gain bonuses in this class as well. We have also mentioned earlier that nymphs gain bonuses in using elemental magic if the choose the element that corresponds to the element of nature they are associated with. (See previous reading for more details.) 

To make up for this lack of magic Fauns have taken to leatherworking and excel at it. Specifically, they create magical bracers that only they can use. These magical bracers fire energy bolts that can stun, injure or kill. These bolts cost very little magical energy to fire (at least at early levels) and the damage they can do goes up with level. (1d4 base +1 per level!) The faun can choose to add as much bonus damage as they want up to their limit at will. For example: A level 15 faun could fire a Bracer Bolt dealing 1d4 + 15 damage but if they just wanted to injure and opponent could lower it to any number under 15 for the bonus damage. Firing a stunning bolt will do no damage but stun the target for 1 + 1d4 rounds. Targets gets a saving throw but as the faun increases in level the saving throw gets harder to make for the target. 

Besides these bracers that only they can use, the fauns can make other magical leather items which others can use. They will often sell these or give them as gifts. A faun may choose one spell per level (With DM’s approval) that can be enchanted onto the leather armor and other leather crafts they make. These spells are for enchanting only! They cannot be cast by the faun except through the use of the leatherwork. Anyone wearing the leatherwork will be able to use the spell the piece is enchanted with if they have the mana to cast it. This is still pretty incredible and as such, enchanted faun leathers are some of the most sought-after items in the multiverse and higher-level pieces sell for fantastic prices. 

Satyrs: Satyrs make incredible warriors and rogues and receive bonuses to both classes. They also make great clerics and receive lesser bonuses to this class.

Satyrs, having horse hooves for feet, can also use the magic horseshoes crafted by the centaurs, if they can find them, and have the mana to use them. 

All satyrs possess one of two other abilities depending on weather they have horns or horse ears.

80% of satyrs will have large goat or rams’ horns. These satyrs can perform an amazing Elemental Charge attack. They gain this ability at level 1! They must choose their element at this time and it can never be changed. But the charge does become more effective per level regardless of what element they choose. This charge takes 1 action to powerup and then launches on the next action. During the powerup and attack the satyr is surrounded by a shroud of elemental energy reducing all damage taken by 50%! This charge has a range of 10’ +1’ per level. Targets hit by a charge must make a strength saving throw or be knocked back 10’. Satyrs can perform a charge attack once every minute (4 rounds). Let’s take a look at the 4 elemental charges available.

Earth: Satyrs with this charge become rock hard as they slam into their opponent. This charge by far causes the most damage. Targets hit by this charge take 1d12 damage +1d12 per 4 levels of the Satyr! This charge has the added benefit of deceasing the damage the Satyr takes by 50% for an additional round after the attack. 

Fire: This charge attack encases the target in magical flames if it makes contact. These flames cause 1d4 damage per round for 1d4 rounds +1 round for every 4 levels of the satyr. These flames make the victim and easy target so anyone attacking them will be +1 to hit them per 4 levels of the satyr! Lastly there is a 25% chance that at the end of the flames duration that they will “explode” dealing 2d4 additional damage! These flames light up the area around the target making stealth and/or invisibility impossible for them. 

Wind: This charge produces a massive rush of wind that follows the satyr, pushing the target back further (+5’) and with more force. The initial damage is only 1d6, but if the target collides with ANY object, another person, a wall, a lamp post, etc., they will be dealt an additional 2d6 damage, cause 2d6 damage to whatever they hit, and must make a save vs magic or be stunned for 1d2 rounds! 

Water: This charge lowers the temperature of the surrounding area (100’) by 5 degrees as it charges. This charge leaves a 4’ wide streak of super slippery ice behind it. Anyone stepping on the ice must make a Dex. Save or fall. The ice streak lasts 1 round per level of the satyr. The satyr can move freely over the ice at double speed without penalty. If the satyr hits a target with this charge, the target takes 1d4 damage and must make a save vs magic or be slowed, as the spell cast at the same level of the satyr! 

The final thing to say about these charge attacks is that they can be used efficiently even against targets much larger than the satyr. The charge does full damage and has full effect on targets up to 200 lbs. per 2 levels of the satyr! This allows satyrs to easily bully power armor, large bots, and more around the battlefield. At the DM’s discretion these attacks can even be used against “immovable” objects like doors, walls, windows, boulders and more. (In general, these types of targets should take 3X damage.) 

About 20% of satyrs have horse ears instead of horns and are unable to use charge attacks. These satyrs instead have super hearing, as the superpower at their level. There is a 50% + 2% per level chance they will ignore all effects and damage from sound based attacks and from spells and psionics that use commands, like suggestion, hypnosis, charm, command words, and more. Finally, they can “Zero In” on particular sounds and voices they are familiar with. They can pick up these sounds up up to 5 miles away! (+1 mile per 4 levels!) This makes horse ear satyrs incredible trackers and spies. 

History: The Nymphkin are a semi ancient race but have undergone incredible evolution since their beginning. Originally there was only the Nymphs. They were all female and all far more powerful than the nymphs we know today. They possessed wild nature magic and at this time were more fully bonded with whatever aspect of nature they were associated with. Tree nymphs looked more like trees, water nymphs more like water, rock nymphs more like rock, and so on. Surprisingly this did nothing to affect their beauty! They let off a nearly unstoppable aura of sexual power. Nearly all who looked upon them were seduced instantly, charmed, and then sent on their way. These nymphs were protectors of nature and the ancient forests, protecting it nonviolently for untold lifetimes. 

The elves, fairies, and other races that called the great forests home had immense appreciation for the nymphs, whom they saw as a “first line of defense” against any who would try to destroy the forests where they lived. During this time many, if not most, ancient worlds of the multiverse were still covered in dense magical woods. As such many nymphs were tree nymphs, bonded with trees, protecting them like children. Many of these nymphs found themselves near elven cities. So, the elves began to teach them. 

The elves taught the nymphs how to focus their wild magic, and they began to master it, specifically nature and druidic magic. Over time these nymphs began to change, growing taller and wiser, and eventually became the first Dryads. 

It was during this time that the nymphs were also undergoing other big changes. As they came into contact with more and more races, they began to grow jealous that they had no males of their own. They were creatures of incredible sexual power and desired to expand it. Thus over time many nymphs started to become fauns. Possessing all the beauty and seductive power of the nymphs, but now adding a male energy to their arsenal. No one knows exactly why the fauns took on the appearance they have now, but the elves offer two theories. One is that goats and sheep have been symbols of magic since its beginning, and goats in particular have always been associated with masculine, and virile magic and charms. Many believe the fauns appearance is this idea made manifest. Another theory suggest it was because most of the beings that lived near the forest edge were farmers and herders with sheeps, goats, horses, and more aplenty. These farmers and herders were usually very kind to the nymphs and were trusted. As such they think the fauns may have been inspired by the animals that these kind farmers and herders tended. Regardless by the times the Dryads had been fully born the fauns were likewise well on their way to becoming the 3rd subspecies of the Nymphkin. 

This went on for many lifetimes but as times changed so did the hearts of many beings throughout the multiverse. People began plundering the forests for their riches and the Nymphkin found themselves unable to fight back. The Dryads were powerful but could not be everywhere at once, and the fauns and nymphs were not spectacular fighters, and were frankly pretty dumb. Vapid and oblivious, many times warriors would march into a forest and capture all of the nymphs and fauns there under the guise of some game. They would lead them out of the woods in chains, most bound for slaving ships, all the while they would be singing happy songs. They were suffering heavy losses. 

The elves and other forest races did what they could, but they often had battles of their own. It became apparent the Nymphkin needed their own protectors. The dryads and nymphs saw the fauns as their most stalwart option and they both began pouring their magical power into them in an attempt to make them stronger. The results were… unexpected. 

In a short time, many faun sprung up to be satyrs. Stronger, smarter, and far angrier than their counterparts. They became the defenders of the Nymphkin and stood on the frontlines dishing out damage and taking it to protect their brothers and sisters. The satyrs were able to rally the nymphs and fauns to attack and keep them from being so easily tricked. The fauns and nymphs trusted the satyrs and when told to attack they would now attack in unison. In this way some balance returned to the forests of old. 

So it was that one of the most unique species in the multiverse came to fruition. Throughout the multiverse they continue to live in symbiotic union with each other. But these days many are just as likely to strike out on their own. Especially Dryads and Satyrs, who will often join adventuring parties to go out and experience the multiverse and its wonders. They bring this information back to their people which has allowed them to prosper and thrive in our modern times. 

About the illustrations: Today we have Trementain using some form of magic, and a robotic mother and child exploring nature together. 

 

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